Agreed completely with what Darkodinplus said at Reply #17. The physics engine is integral part of the game, but the specific physics code will not be there until there is a need for it. In all games I knew, fireball is only a spell exist in tactical combat. However, if EWOM make this spell available in Cloth map map tiles, SD coders need to program the fire-spreading mechanism similar to Darkodinplus described at the physics engine level, instead of at the spell level. 
Climber
[quote who="Climber" reply="8" id="2265266"]I’ve touched based on this issue be4 & I’ve no intention to read all 7 pages. It is definitely a mistake that if he dies the game ends. My take: 1. Game does not end when sovereign dies 2. Instead, winner is determined because someone achieve Victory Condition 3. When sovereign dies (or got seriously sick), its cities may revolt, essence imbued land may
PigeonX2 & Scoutdog, I am raising a point that Populous spells can be done in another way & I prefer that way. Whether it requires way too much time/CPU cycles to do it, it is not me/us will know. PigeonX2, my description of old way does not imply it is 2D. The map is tile based, tile data still needed to be updated tile by tile regardless of the graphic engine is 2D or 3D. [quote who="bleeba" reply="9" id="2267475"]I hope that these ultimate s
For that, it really depends on how many units in a stack. Say if a stack has 1000 soliders, it is about right. If a stack has only 10 griffins, 50% is too much. This % depends on the unit & its quantity. Conincidently, it will make bigger army harder retreat, which is nice.
[quote who="pigeonpigeon" reply="3" id="2266119"] It also sounds like some variation of material physics may exist for the game. I'm having trouble following the reasoning behind that conclusion. Being able to alter the world through magic does not imply the existence of material physics.[/quote] Populous spell can be done in at least 2 ways (maybe there are more ways). Old way: Cast a spell, terrain A is s
Frogboy, when there is Populous like magic, please also setup universal rule for terrain destruction (creation), so we can mod them. Or even better, incorporate material physics into all aspect of the game. I’ve described one of the ways to do so . Pls don’t hard code these spells/effect! [e digicons]:drool:[/e] [e digicons]:drool:[/e] [e digicons]:drool:[/e] </
Frogboy mentioned Populous [quote]3D engines for doing very very nasty things to the game world when you have enough magic -- think Populous[/quote] To me it sounds like either one of the following: 1. Magic that uses essence create/destroy map terrain OR 2. Map builder UI shows up allow gamer create/destroy map terrain tile & tile. Cost is paid by essence.<br
Excellent summary! [quote]3D engines for doing very very nasty things to the game world when you have enough magic -- think Populous[/quote] This means destructible terrain is in?! Cool!
I’ve touched based on this issue be4 & I’ve no intention to read all 7 pages. It is definitely a mistake that if he dies the game ends. My take: 1. Game does not end when sovereign dies 2. Instead, winner is determined because someone achieve Victory Condition 3. When sovereign dies (or got seriously sick), its cities may revolt, essence imbued land may rot, weather turn bad, disaster strike
I still like the majority of my ideas at post #59, but someone pls start a thread about multi day battles then. To retreat, troop morale should play a role. But the more importantly, flanking mechanism is needed to make retreating in TC work. Most, if not all, units cannot turn 180 degrees & run the same distance in the same TC turn; and if their back side got hit, the damage received should be tripled. I would like the following simple flank
Well, as I state there is problem with limiting the # of turns in TC. Precisely why I write that is that I want multi-day battles especially during castle siege. Maybe this turn limit should only applies to sieges. This should be way better!
It become more like an ‘idea thread’! I’ve said something related to avoiding unnecessary combats, which is kind of related. "On the strategic map, whenever gamer highlight an attacking stack, hover the mouse pointers over an enemy stack, the game will shows the % chance of winning. This Win% is determined by running a few AI Auto-resolves behind the scene. It will also show the average # of unit lost and % of HP lost for both sides. If your
Scoutdog, you have the best understanding of the OP. Let use quote your word & continue with it. Every physical object, be it buildings, land tile, creatures have a Material tag , HP & Weight counter. All energy , like fire, lightning of a spell or weather effects, and physical impact force, have a Material tag and DS counter . If some energy (e.g. a sword swing, fire/lightning/etc
Definitely like ALL of Landisuarus’ posts in this thread. Necroposting or not, it is good idea. One thing I like most in MOM is their spell selection. It is so flexible & allows you to think about what strategy you’ll like to go with be4 even the game starts. Coincidentally, my thread about complete Spell moddability fits well will Landisuarus’ spell combo idea.
No, the formatting is so horrible. Damn, taking 15 minutes at least to fix this formatting issue!
(I am reposting this, because the forum screws up the formatting) <span style="font-size: small; font-family: arial,hel
Ah… when I read about Havok, it is quite different from what I was thinking & trying to discuss in the OP. I’ve rename the OP title to “Material physics should allows a renewable & destructible game environment, do you want that?” My point is, if there is no standardized way to create/destroy material, how else can the game be completely moddable? All spells (except those who changes creature ability/behavior) invo
I am speculating it is " random tech system", you don't know if you'll get a spear tech or a sword tech when u r researching 'weaponry'.
[quote who="pigeonpigeon" reply="18" id="2253967"] Quoting Climber, reply 8And how about, caravan spread influence/border? And if the caravan has not travel that area for long time, the border dwindles? After all, caravan means trade route & trade route spread influences. Caravans extending your borders would be awesome. However, it might be worthwhile to have caravans be really good at expanding your borders in wild space, but not so quickly in claimed territory. I
For the tech research saying "weaponry", my hunch is that this is an example of indefinite reseach. You don't know what kind of weapon enhancement you'll got after the research is done.
Pigeon. I like how border should extend indefinitely btw your cities; but I might not like that being automatic & without govern by some rule. High pop city should has a larger border, yes. And how about, caravan spread influence/border? And if the caravan has not travel that area for long time, the border dwindles? After all, caravan means trade route & trade route spread influences. Another reason of the “Conflict” state is that nowaday
Shadowsz and Pigeon, I believe I’ve made my point; Let’s agree to disagree. Camp#3 without modification has major issues, but probably it can be easily fixed by UI managing factory & UPB. And I’ve my personal preference of the JIT PE. [quote]Yeah but the penalties you are proposing don't only affect the larger empires - in fact, from what I understood they would affect larger and smaller empires equally if not have a greater impact on smaller
There is Red Border surrounding a city in this dev posted picture . I always found border is important aspect of TBS games. I have no idea what the function of this ‘red border’ is whatsoever, but hopefully it is not just an eye candy. But anyways, if there is a ‘border’ concept, what do you want with them? In my previous post , I’ve proposed a crude suggesti
Updated OP, added point E. Hopefully devs will find the OP & this discussion useful.
NTJedi, Psychoak's Reply#4 is my answer. Speaking of hills, the OP picture 'hill' here https://forums.elementalgame.com/354834 looks like it is passable (esp. if it is not so steep). So I presume there are both passable & impassable hills. In the OP, a hill (or rocky crops, whatever) is each separated with each other. 1 hill per tile looks quick ugly. I hope/believe all will be linked up when SD refine the gfx later. Speculat